I must say, while I had some concerns about the artistic direction of LT (being cubes and such), they've been totally alleviated now. It seems that the system that's being built here would allow a huge variety of stations, ranging from semi-realistic down-to-business Freelancer-like designs to totally insane alien lairs liberally sprinkled with spikes o' doom and shape-colour combinations that call for immediate application of the eye bleach

I must say, while I had some concerns about the artistic direction of LT (being cubes and such), they've been totally alleviated now. It seems that the system that's being built here would allow a huge variety of stations, ranging from semi-realistic down-to-business Freelancer-like designs to totally insane alien lairs liberally sprinkled with spikes o' doom and shape-colour combinations that call for immediate application of the eye bleach

"You’ve got to work on something dangerous. You have to work on something that makes you uncertain. Something that makes you doubt yourself... because it stimulates you to do things you haven’t done before. The whole thing is if you know where you’re going, you’ve gone, as the poet says. And that’s death."
- Stephen Sondheim

Everyone jumping up and down saying this is great news makes me sick. Dev posts barely resemble game development anymore; this update in particular flaunts a couple abstract art screenshots and gets huge positive reaction. Unreal.

Everyone jumping up and down saying this is great news makes me sick. Dev posts barely resemble game development anymore; this update in particular flaunts a couple abstract art screenshots and gets huge positive reaction. Unreal.

in a game which is a very large chunk of procedural geometry generation... its very cool, considering that we didnt get any interesting news on ship designs in years before that.

Everyone jumping up and down saying this is great news makes me sick. Dev posts barely resemble game development anymore; this update in particular flaunts a couple abstract art screenshots and gets huge positive reaction. Unreal.

Well, unlike you, people understand that you don't you don't go from nothing to ships in a week or 3 and that a solid and well working geometric functionbase is vital for that.

"You’ve got to work on something dangerous. You have to work on something that makes you uncertain. Something that makes you doubt yourself... because it stimulates you to do things you haven’t done before. The whole thing is if you know where you’re going, you’ve gone, as the poet says. And that’s death."
- Stephen Sondheim

Nice tutorial on greebles, thank you. I am actually working on grebes as well for my 3D models (see LTFC) and I actually used the same technique as you did. However, somehow, this is not satisfying. So I made a first improvement:
large surfaces have no greebles, while localised surfaces have a very fine level of details. This looks more realistic as actually you have a protective hull, but here and there some structure that have a function that require them to look out of the hull. This make a first significant improvement in my opinion. So basically making different level of details at different locations.
The next step would be to procedurally generate structure that seem to have an internal logic. For example structures linked with pipes, or array of structures connected to some larger item like several plants connected to a huge generator, and so on. I am not coming that far, as within vue I cannot generate procedural geometries (only procedural displacement maps).
Anyway, keep going, the progresses are stunning!

Nice tutorial on greebles, thank you. I am actually working on grebes as well for my 3D models (see LTFC) and I actually used the same technique as you did. However, somehow, this is not satisfying. So I made a first improvement:
large surfaces have no greebles, while localised surfaces have a very fine level of details. This looks more realistic as actually you have a protective hull, but here and there some structure that have a function that require them to look out of the hull. This make a first significant improvement in my opinion. So basically making different level of details at different locations.
The next step would be to procedurally generate structure that seem to have an internal logic. For example structures linked with pipes, or array of structures connected to some larger item like several plants connected to a huge generator, and so on. I am not coming that far, as within vue I cannot generate procedural geometries (only procedural displacement maps).
Anyway, keep going, the progresses are stunning!

Omg, I love your "Beauty" submission XD Those are some nice greebles indeed! Localizing greebles sounds like a great idea, I'll have to try that out.

"You’ve got to work on something dangerous. You have to work on something that makes you uncertain. Something that makes you doubt yourself... because it stimulates you to do things you haven’t done before. The whole thing is if you know where you’re going, you’ve gone, as the poet says. And that’s death."
- Stephen Sondheim

Thats really good progress on the ships , and their sub.modules.
But before going deeper into that: the Texture mapping should be addressed first, so that it aligns with the larger shape / orientation of the bodies.

Gurl, you keep giving me creativity boners with all these sexy pixels.keep up the good work

When you're trying to fill an infinite multiverse, if you're not willing to consider the entire creative output of humanity as a starting point, you're wasting your time.
User: JoshParnell is accountable for this user's actions.